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ThinBlueLineKY4

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Posts posted by ThinBlueLineKY4

  1. The topic has 'WIP NOW' in the title. I think that's probably quite a big hint as to the status of the current version.

     

    There was an earlier, I believe alpha, version released, which can be found in the download centre here.

    I think there is a newer version, but I can't find the link either.

  2. There was a mod released a while back that had the spinning lights on the front of the trucks, Is was that long ago I cant remember what it was called, plus Im sure it was either a beta submod for the l.a mod based on NYC or it was the start of a new project.

    Could you find the name of this mod? If you could that would be great.
  3. These are the kind of lights you mean right? 

     

    Dko1Zu.jpg

     

     

    No those are rotators he means Roto Ray which is a 3 pcs light system where the mechanism spins fast while the lights are one. Most commonly used in DC on their trucks

    Right

     

    I was going off of the PGFD engine in GTAIV.

    RCMP's one:

    http://youtu.be/-Yon4jNG-Aw

     

     

    Washington DC mod has one, which is from RCMP mod

    I thought both the RCMP and the Washington DC mods have not been released yet. Am I wrong?

  4. I made a custom event for my private London mod. It's a rail disaster - a high speed train hit a bus stuck on a level crossing. If I remember I made it so there was about 20-30 victims just to give you an idea :)

    If that happened, first thing I would do is call in 3 of whatever MCU you have in that mod to that location. XD Sounds interesting.

  5. That just means changing the prototypes placed in different events. There's many that do this, almost every mod has a different set up of usually car(something else possibly) crashes. As far as making different events all together, you need to implement a script that runs when something happens, or you need to make a mission script. The most popular event type script now is the fire alarm script seen in mods like Mayberry, Manhattan, etc. 

     

    To adjust the event frequency, search frequency in the forums, and look at this post 

    http://forum.emergency-planet.com/topic/19811-one-missionevent-on-freeplay-at-the-time/#entry286053

    Thank you very much, but what are the hazmat events called? I can not find them to increase the frequency.

  6. Unique events how? Literally every mod had hazmat calls and they're all the same based off the base game

     

    Agreed, mods with the original map will have the two HAZMAT events, and all the other maps with the default game feature them. LA Mod map does(?) include them as well. Most mods who create their own maps stick one or two in there as well.

     

    Would be better if you (Conner) could define "Unique".

    By unique I mean a plane crash, or something like that.

    Then how do I increase the frequency of hazmat fires and incidents?

  7. I ban myself for double posting (notice the irony of this being the second post).

    ADMINS/MODERATORS: Please do not ban me because this post is posted in so much, and I literally just posted a few minutes ago, so it is really not bumping the topic and since this is a joke topic I don't think I should be banned for double posting.

  8. By unique I mean an event that only happens in that mod or that is mod unique, or only happens in a few mods.

     

    The Mods So Far That I Have Seen Hazmat Incidents In:

    Harbor City

    Riverside?

     

    The Mods So Far That I Have Seen Unique Events In:

     

    ______________________________________________

    Can you all name some mods that have hazmat or unique events in them other than the ones listed?

  9. i am working on the coast guard boat trying to figure out if I can even add a deck gun and get it working. If I get it working I will let you know.

    Since it is your first mod I have a recommendation so people can somewhat see the progress of your mod in your very first post you add color to the vehicles red means not started yellow means in progress and green means completed

    Okay thanks. Is the coast guard boat like the size of marine 2 from harbor city?
  10. Don't listen to jamnj88. He is just a bitter old man ;)

    Also that is alot of units. Just becareful doing too much at once. Alot of units will start taxing the game engine. I understand rural departments have quite a few but use some game design tactics and balance game play versus realism. Plus from a design perspective, all those units mean that you will propably have about 4 models for each department and reskins them all. What makes a good looking mod is not the amount of units but the variety. Look at montana, most of those units are all unique and it is very popular. Now look at any clan mod. Most of the time they are all the same units but just reskinned, and they get boring fast. Just something to think about.

    I think since this mod has less vehicles than Harbor city eventually, it wont be taxing. But if it does, there are a few vehicles I have on the remove if needed list. Utilities will also carry the jaws of life too.

    Don't listen to jamnj88. He is just a bitter old man ;)

    Also that is alot of units. Just becareful doing too much at once. Alot of units will start taxing the game engine. I understand rural departments have quite a few but use some game design tactics and balance game play versus realism. Plus from a design perspective, all those units mean that you will propably have about 4 models for each department and reskins them all. What makes a good looking mod is not the amount of units but the variety. Look at montana, most of those units are all unique and it is very popular. Now look at any clan mod. Most of the time they are all the same units but just reskinned, and they get boring fast. Just something to think about.

    Version 1 is just reskins. Version two will have a few custom/new vehicles. We will also eventually add custom/new scripts. Each stations's volunteer vehicles have their own color scheme. Station 10 is white with red stripe, station 11 is red with white stripe, station 8 or 9 will be yellow/green, and I haven't decided the last color scheme for the last station. All non-volunteer vehicles will keep the harbor city paint scheme. All the vehicles listed are what we plan to include, and all of them might not be in the first release. I will still remove some of the vehicles. It won't be too taxing on the game engine, and this mod will be really popular. And btw are you good at making new scripts? And are you good at rotating non-led lights? And mapping and skinning? If so, we can use you for a few things.

    *UPDATE* First Vehicle Finished (HCVFD Brush Engine 110). Check it out!

    For the second time, please avoid double posting. I've merged your posts again, next time the double post will just be deleted.

  11. If a model is available for download you don't normally have to ask for permission to use it (But some ask for you to get permission to edit certain bits like the model or texture) but 99.9% ask for you to credit them. If you are unsure, read the Readme/Credit files normally provided, 

    Thanks!

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